Manual For Using Olc On Rom 2.4 CREDITS ------------------------------------------------- Excerpts from Dimensions Mud Doc's. ROM docs, DIKU docs, MERC docs.. Modified Falcon Mud Doc's by Genjuro. (That section provided via Jen Nichols, unknown if any modifications). etc etc. Please see end of file for full credits. Current modifications by Zivilyn aka Skol for use on building on Introduction --------------------------- Hey there, so you wanna build? This website has been compiled and tested with the greatest of care. Examples have been added to help you 'learn by example'. Whenever possible, additional information and descriptions of terms have been included to help answer questions before they appear. I hope you find this document useful. If you find an area to be vague or unclear, feel free to leave me a note on Ansalon's builders port, or contact me as Zivilyn on the player port. ansalonmud.com:8679 ansalonmud.org:8679 ansalon.wolfpaw.net:8679 Or email at: zivilyn@ansalonmud.com -Skol at yer service. OUTLINE: ------------------------------------------------- HOW TO MAKE: Color Rooms Exits Mobiles Objects Resets NOTE Hitting Return/Enter on a blank line will show you what you have done, and what needs to be done when making anything (except while in a desc editor, in which case u type .s on a blank line.) Keep this in mind and use it frequently to double-check yourself. NOTE When setting flags for rooms, mobs, object, setting the flag AGAIN will erase the flag. for example: making a mob, aff sanctuary will make the mob have sanctuary. If you type aff sanctuary (after typing it once before), the flag will disappear. COLOR!!! (Lopes Colour pre-version 2) Color can be added to most things while building. Most things that the player sees can have a set color. DO NOT FORGET to terminate your colored text with a '{x' so that your color will not 'bleed' over to the next text printed. Colorable parts include: ------------------------ Room names Descriptions (mobs/objs) Short Descriptions Long Descriptions Extra Descriptions Color codes are as follows: --------------------------- '{r' red '{R' BOLD RED '{g' green '{G' BOLD GREEN '{b' blue '{B' BOLD BLUE '{y' yellow '{Y' BOLD YELLOW '{c' cyan '{C' BOLD CYAN '{m' magenta '{M' BOLD MAGENTA '{w' white '{W' BOLD WHITE '{x' normal '{D' BOLD BLACK Example. In the room editor (redit) to make the room name in color, type: name {GThe Green Room{x Remember, some color can add a lot of life to an object/room/mobile. Too much can make me shoot you in the head repeatedly. MAKING AREAS --------------------------- AEDIT CREATE #: use alist to see the next open number available Now in Area Editor (Aedit) vnum # #: gives the area a vnum range of # to # (don't overlap). lvnum # : change lower vnum of range uvnum # : change upper vnum of range security #: change the security required for other people to build it builder <name>: toggles builders on and off, they can edit regardless of sec. credits: type 'area' try to keep your credits like the rest of the mud. Making Rooms --------------------------- Ok, now you have an area block to build in. An important thing to remember is to make sure you are in your own area! If you go to someone elses area with the same or lesser security..YOU MAY MESS UP THEIR WORK. Type ALIST if you forget what vnums your area is in. The room editor is set up in 3 shells. The first one in regular gameplay. The second is the room editor. The third is the description editor. You cannot go from gamplay to description editor, nor description editor to regular gameplay. You can only go in order. ASAVE AREA : this will save any changes you have made to any area. While building, ASAVE AREA frequently. HELP REDIT : gives you a help file with commands for using OLC to edit a room. EDIT ROOM CREATE (vnum) : this will create and transfer you to the new room with the vnum you have specifed. EDIT ROOM : this will put the room you are in into the room editor status. Note: REDIT works also and is preferred by some EDIT ROOM (vnum): Puts you into room editor mode for the vnum specified. (helpful if a room is set 'owner' or 'private' and you need to modify it.) Note: REDIT works also and is preferred by some NAME (string) : sets the room name. (HINT: You can use colors) (Garish colors will result in beatings ;p) HEAL (integer) : sets the healing regeneration percentage of the room. Standard rooms have 100% heal and 100% mana. (IE: 'heal 120' sets the heal rate to 120% of normal) MANA (integer) : sets the mana regeneration percentage of the room. ROOM (flag) : sets the room flags. Type ? ROOM for a list of flags. Room flag Explanation DARK - PC requires a light/infravision FEAR - PC will attempt to flee GODS_ONLY - Only IMM's HEROES_ONLY - 101's and up IMP_ONLY - Only IMM's 109 and above INDOORS - PC can not see/be affected by weather LAW - Player Killing not permitted NEWBIES_ONLY - PC Levels 1-5 only NOWHERE NO_GATE - Room cannot be gated in or out of NO_MOB - Mobs can't enter NO_RECALL - PC cannot recall NO_SUMMON - PC cannot be summoned NO_TELEPORT - PC cannot teleport NO_TRANS - PC cannot gate, summon, teleport PET_SHOP - Special for pet shop PRIVATE - Only 1 char in a room at a time SAFE - No killing/stealing/pushing into or out of allowed SILENCE - No talking, stops spells also SOLITARY - Only 2 characters at a time (sector) : sets the sector flags, which influence movement, or determines if you need a flying spell to walk about if you choose air, etc. Type ? SEC for a list of sectors you may choose. Sector Types (Rooms) Explanation Mv Loss INSIDE (0) - Weather doesn't affect, light always 1 CITY (1) - Room is always lit. 2 FIELD (2) 2 FOREST (3) 3 HILLS (4) 4 MOUNTAIN (5) 6 SWIM (6) - requires swim skill or drown 4 NOSWIM (7) - requires boat/fly 6/1 AIR (9) - requires fly 10 DESERT (10) 6 UNDERWATER (11) 10 NOTE: Mobs are able to enter any sector without spells or eq. Use NO_MOB or STAY_AREA to prevent certain mobs from certain sectors. Generally a room with flag NO_MOB at each end of an area will work if you wish all mobiles to remain in the area. (Act STAY_AREA also on the mob, doesn't hurt) DONE : takes you from the room editor to gameplay. Description Editor NOTE: There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) then use .f to format the whole description. DESC : takes you from the room editor to the room description editors. While in this editor, anything you type will go directly into the room description. .s - shows me what the description is so far .r (word) (word) - replaces the word .r "(string)" "(string)" - replaces the text .f - formats the description .c - clears the description (erases) @ - takes me from the desc editor into the room editor Format - In redit mode by itself will format room desc Extended Descriptions: ED ADD (keyword) : sets a keyword for players to look at, and enters the DESC editor for that keyword. (Same commands as in the for all DESC editors.) ED ADD "(keyword) (keyword)"- sets multiple keywords with the same description for the players to look at. Enters DESC editor. (nice for maps, ie ED ADD "Neraka Map" rather than making two) ED EDIT (keyword) : to change the description for the (keyword) ED DELETE (keyword) : to delete the description. For example, if you are in a room, and the description of the room says "You are in a room with a large mirror upon the wall." Set 'mirror' as an ED (ED ADD mirror) and you will be able to look mirror" and see a description about the mirror. This works well for secret doors that you wish to give clues to, to observant PC's EXAMPLE of building a room with doors, exits, extended descriptions edit room create 20323 - This creates room 20323 and takes me to it name {mEntrance to the Mines{x - This sets the name of the room heal 100 - Automatically set to 100 mana 100 - Automatically set to 100 safe no_recall newbies_only - This makes the room safe (you cannot attack in this room), no recall, and only lets in players under level 5 (inclusive) air - Makes the room sector AIR, which means PC's need to fly to enter desc - enters the description editor A boring boring room. - sets the first line of the description editor NOTE: There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) and use .f to format the whole description. .f - formats the description .s - shows me what the description is so far .r "room" "room with a single mirror and a desk" - replaces the text .f - formats the description @ - takes me from the desc editor into the room editor ed add mirror - makes a keyword "mirror" and takes me into the ED DESC editor This mirror is broken. - sets the first line of the ED desc @ - takes me back into the room editor NORTH DIG 20324 - makes a two way exit north to room 20324 NORTH FLAG DOOR - makes the north exit a door NORTH FLAG CLOSED - makes the gate closed NORTH NAME gate - makes the exit keyword "gate" EDIT ROOM create 20325 - creates room 20325 and takes you to it GOTO 20323 - takes you to the first room EAST ROOM 20325 - makes a one way link east to room 20325 EAST name desk - makes "desk" the name of the exit. asave area - saves the changes to this area. done - exits editor into regular gameplay Making Exits & Doors (direction) DIG (vnum) : - this creates a room with the vnum specified, and links it in a two-way exit in that direction. (direction) ROOM (vnum) : - this makes a one-way exit to the room with the vnum specified..however the room needs to be created already. (direction) LINK (vnum) : - this makes a two-way exit to the room with the vnum specified.. Only IF the room is already created. (direction) DELETE : - deletes this exit (not the room) MAKING DOORS: (In this order) (direction) FLAG DOOR: - makes this exit have a door. (direction) NAME (string) : - sets the name of the door. If you want the door to be closed upon reset/crash/reboot, make the NAME of the door something besides "door" (direction) (flags) : - sets the door flags, type ? EXIT for a list of flags. These can be: closed, open, etc. Door Flags door closed locked pickproof secret nopass easy hard infuriating noclose nolock EXAMPLE: of building a room with doors, exits, extended descriptions edit room create 20323 - This creates room 20323 and takes me to it name {mEntrance to the Mines{x - This sets the name of the room heal 100 - Automatically set to 100 mana 100 - Automatically set to 100 safe no_recall newbies_only - This makes the room safe (you cannot attack in this room), no recall, and only lets in players under level 5 (inclusive) air - Makes the room sector AIR, which means PC's need to fly to enter desc - enters the description editor A boring boring room. - sets the first line of the description editor NOTE There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) and use .f to format the whole description. .f - formats the description .s - shows me what the description is so far .r "room" "room with a single mirror and a desk" - replaces the text .f - formats the description @ - takes me from the desc editor into the room editor ed add mirror - makes a keyword "mirror" and takes me into the ED DESC editor This mirror is broken. - sets the first line of the ED desc @ - takes me back into the room editor NORTH DIG 20324 - makes a two way exit north to room 20324 NORTH FLAG DOOR - makes the north exit a door NORTH FLAG CLOSED - makes the gate closed NORTH NAME gate - makes the exit keyword "gate" EDIT ROOM create 20325 - creates room 20325 and takes you to it GOTO 20323 - takes you to the first room EAST ROOM 20325 - makes a one way link east to room 20325 EAST name desk - makes "desk" the name of the exit. asave area - saves the changes to this area. done - exits editor into regular gameplay EXIT DIRECTIONS ETC Set up your exits to logically travel along straight north-south, east-west, and up-down paths. You also have the option to randomize the exits of a room, or a series of rooms every time the area upsets. You presently have an option of two types of random areas: a 2D (n,s,w,e) random area, and a 3D (n,s,w,e,u,d) random area. The basic recipe is as follows: (1) Lay out your rooms on a piece of paper and connect them such that all of the exit paths are straight (n-s, w-e, u-d) Say you have room "A" exiting south to room "B". If room "B" has a north exit (IE the reverse exit), it MUST go back to room "A" (IE it must reverse). If "B" exits north to a different room, you get a crash. For a complex random area, creating the grid is not as trivial as it may seem. I found it best to work under a wrap-around principal. Consider: E----F A----B E----F |\ |\ U N | | | | | \ | \ \| | | | | G----H \ W--+--E C----D G----H \ A-\--B |\ \ | \ | S D Level1 Level2 \| \| C----D Where ABCD is level 1 and EFGH is level 2 in a 3D random area. To make it more complex, I would have A exit west to B, and from B back east to A. Then from A north to C, and from C back south to A. This is a 'wraparound' within the plane of the level. The same is done to the second level: ,---------. ,--. | | | | N `--A---B--' | A---B | | | | | | W--+--E C---D | C---D | | | S `--' Between levels, A goes up to E, and E goes down to A. The between levels wraparound would be: E goes up to A, and A goes down to E: _ / \ \ E--F U \ \ \ \ \ A--B W--+--E \ \ \ \_/ D Now lets say you want to connect into the above zone. Lets say room X is not random and you want it to connect to room C. If X connected north to C, you would need C to go back south to X. Now here is the hitch. Because A wraps north to C, stupid merc wants C to reverse south to A, not X. So you would have to connect X to another room, or eliminate the north-south wrap exit from A to C. (boy all those diagrams for nothing?) So the point is, lay out your exits carefully. (2) Declare your exits random with the random set for the room. Remember a 2D maze will have a random 3 reset (since exits N,E,S,W are numbers 0-3), and a 3D maze will have a random 5 reset (since N,E,S,W,U,D are numbers 0-5) NOTE: For random exits, use in a small area such as a maze. Making Mobiles --------------------------- Note: Parenthesis are only for illustration, do not use when building. IE: ACT (flag)... would be input as act scavenger etc. HELP MEDIT : - help file for mob creation EDIT MOB CREATE (vnum) : - create the mob of vnum specified and starts you editing the mob. EDIT MOB (vnum) : - starts you editing on a mob already made of the vnum specified. NAME (string) : - sets the mob's keyword name ACT (flag) : - sets mobiles's special actions ACT Explanation sentinel - mob will note leave a room on it's on accord scavenger - mob will pick up objects in the room banker - no brainer aggressive_all - mob is aggressive to all in it's level range stay_area - mob won't leave it's area vnum range wimpy - mob will flee upon reaching 20% hp pet - for petshops, mob will be charmed when bought train - mob is a trainer practice - mob is a practicioner aggressive_good - mob attacks good characters withing level range aggressive_neutral - mob attacks neutral characters withing level range aggressive_evil - mob attacks evil characters withing level range undead - it's a corpse man cleric - mob can cast cleric spells mage - mob can cast mage spells thief - mob can sneak, backstab etc warrior - mob can use warrior skills (regardless of weapon) ie, disarm, bash, parry, etc. noalign - mob has no align nopurge - mob can't be purged outdoors - mob will not enter outdoors is_safe - mob cannot be attacked/pushed indoors - mob will not enter indoors questmaster - mob will give quests healer - mob will heal those of it's align for a fee gain - mob will allow PC's to gain skills update_always - mob always active changer - mob will trade steel for gold & vice versa gambler - mob will gamble (craps) with you ACT2 (flags) : - more special actions ACT2 Explanation repair - will repair damaged weapons/armor for fee mount - mob is a mount announce - mob does a gecho announcement that soinso killed it no_brawl - mob will not brawl, regardless mortician - mob can pick up PC corpses (impossible before, for a mob) wanderer - mob will wander at twice the normal rate undetectable - mob will not be visible to mortals, ever. xenophobe - mob will attack anyone of a different race than the mob.(aggro) tracker - mob can track who you tell them to. SHORT (string) : - sets the mob's short name (example: while you are fighting the mob, the mob's name) LONG (string) : - sets the mob's long name (exmaple: A really scary monster is here.) DESC : - takes you into the mob description editor, same commands as the DESC and ED DESC editor in the MAKING ROOMS section above. LEVEL (number) : - sets the level of the mob WEALTH (number) : - sets the amount of gold on the mob ALIGNMENT (number) : - sets the alignment of the mob ((Demonic) -1000 to 1000 (Pure)) AUTO, AUTOHARD, AUTOEASY: - Allows you to set basic stats of a mob via the computer generating them (Always double check this), if the level is already set. Feel free to modify the settings. HITROLL (number) : - sets the hitroll of the mob HITDICE (number) : - sets the hp of the mob Type HELP HITDICE for a guideline. 30000 hp maximum. Done in the format of (number( d (number( + (number( meaning if I set hitdice at 200d3+100, it will roll a 3 sided die 200 times, and add 100 to that number. DAMDICE (number) : - sets the damroll of the mob. Type HELP DAMDICE for a guideline. PIERCE (number) : - sets the ac for pierce on the mob. Type HELP MOB_AC for a guideline. AC # # # # : BASH SLASH EXOTIC(magic) Armor Class values you set the same way. DAMTYPE (string) : - sets the message for hitting players. IE The golums pound scratchs you. DAMAGE TYPES: Piercing attacks (pierce ac): --------------------------- bite pierce sting chomp scratch thrust peck stab Bashing attacks (bash ac): --------------------------- beating crush smash blast peck(peckb) suction pound punch thwack charge slap Slashing attacks (slash ac): --------------------------- claw grep slice cleave slash whip Acid attacks (magic ac): --------------------------- acidic bite (acbite) digestion slime Cold attacks (magic ac): --------------------------- chill freezing bite (frbite) Energy attacks (magic ac): --------------------------- magic wrath Fire attacks (magic ac): --------------------------- flame flaming bite (flbite) Holy attacks (magic ac): --------------------------- divine power (divine) Lightning attacks (magic ac): --------------------------- shock shocking bite(shbite) Negative attacks (magic ac): --------------------------- life drain (drain) MANADICE : sets the manadice, usually "level"d10+100 AFF (flags) : sets the AFFECTED BY flags. Type ? AFF for a list of flags. Flag Explanation ------------------------------------------------- berserk - is berserk as in spell. blind - is blinded. calm - calm, won't start fight. charm - is charmed curse - is cursed. dark_vision - can see in the dark. detect_evil - can detect evil characters. detect_good - can detect good characters. detect_hidden - can detect hidden characters. detect_invis - can detect invisible characters. detect_magic - can detect magic. faerie_fire - is outlined with faerie fire. flying - is flying. haste - is hasted. hide - is hidden. infrared - can see PC's by heatsource in dark. invisible - is invisible. pass_door - can walk through locked/closed doors. plague - has the plague. poison - is poisoned. protect_evil - is protected from evil. protect_good - is protected from good. protect_neutral - is protected from neutral. regeneration - regenerates hp. sanctuary - is affected by sanctuary. (Don't overuse) sleep - is affected by sleep spell. slow - is slowed. sneak - is sneaking. swim - can swim. true_sight - can see invisible/sneaking/aura weaken - Mobile is weakened. AFF2 (flag): sets more affected by flags for mobs Type ? AFFECT2 in medit. Flag Explanation ------------------------------------------------- detect_neutral - Don't make me explain conceal_align - Idiot proof fear - Mob run away translate - confusion - Drunk mob ;p flameshield - Ouch, I'm on fire ;p silence - No spells generate_fear - Run Forest Run tongues - Knows em RACE (flags) : - there are some preset races on most muds, such as: human, elf, giant, etc, which will toggle certain vunerablities and immunities and resistances. Type 'race ?' for a list. Ansalon races: ------------------------------------------------- unique human kender silvanesti qualinesti kagonesti dargonesti dimernesti half-elf neidar hylar aghar minotaur gnome aurak bozak baaz kapak sivak bat bear cat centipede dog doll dragon fido fox goblin hobgoblin kobold lizard mist modron orc pig rabbit school monster snake spider song bird troll water fowl wolf wyvern undead unique SEX (male/female/random/none) : - sets the sex of the mob. SIZE (size) : sets the size of the mob.. ? SIZE for a list of flags. Size Explanation ------------------------------------------------- tiny - Birds, Insects, or smaller small - Large birds, rats, gnomes medium - Elves, Dwarves, Humans large - Ogres, Trolls, bigger Humanoids huge - Giants, Small Dragons, Wyverns giant - Monstrous sized, biggest dragons, giants PART (parts) : Adds parts that can be cut off when killed. Part Explanation ------------------------------------------------- head - has a head arms - has arm(s) (usually assumed to be 2) legs - has leg(s) heart - has a heart brains - has brains (not all mobs with heads have brains) guts - has intestines hands - has hands capable of manipulating objects feet - has feet fingers - has fingers capable of wearing rings ear - has ear(s) eye - has eye(s) long_tongue - has a _long_ tongue (like a lizard) eyestalks - has eyestalks (it should also have eyes) tentacles - has one or more tentacles fins - has fins wings - has wings tail - has a usable tail (no stubs) claws - has combat-capable claws fangs - has combat-capable teeth horns - has horns, not necessarily dangerous ones scales - is covered with scales tusks - has some teeth elongated into tusks FORM (flags) : Type of mobile Form Explanation ------------------------------------------------- amphibian - an amphibian (and able to swim) animal - a "dumb" animal NOTE: Animal will make the creature have int of 3-6 biped - bipedal (like a human) bird - a bird blob - a formless blob (when used with mist, a cloud) centaur - has a humanoid torso, but a beast's lower body cold blood - cold-blooded, cannot be seen with infravis. construct - a magical construct, such as a golem crustacean - a crustacean (i.e. a crab or lobster) dragon - a dragon edible - Mobile can be eaten fish - a fish (and should be able to swim) insect - an insect instant_decay - corpse disappears at death. intangible - immaterial (like a ghost) magical - magic nature causes strange effects when eaten mammal - a mammal mist - a partially material mist other - not flesh and blood (defined by material type) poison - poisonous when eaten (should also be edible) reptile - a reptile (and should be cold-blooded) sentient - capable of higher reasoning NOTE: Sentient will make the creature have humanoid int snake - a snake (and should be a reptile) spider - is an arachnid undead - an undead, and not truly alive at all NOTE: Undead will make the creature have int of 1 To make intelligent undead, also add sentient (or animal as needed) worm - a worm, that is a tube-shaped invertebrate IMM (flags) : sets the mobs immunities. Type ? IMM for a list of flags. Immunity Explanation ------------------------------------------------- summon - Summoning and gating magic charm - Charm spells (the beguiling spell group) magic - All magic (be very careful using this flag) weapons - All physical attacks (be very careful using this flag) bash - Blunt weapons pierce - Piercing weapons slash - Slashing weapons Fire - Flame and heat attacks and spells Cold - Cold and ice attacks and spells Lightning - Electrical attacks and spells Acid - Corrosive attacks and spells Poison - Venoms and toxic vapors Negative - Life draining attacks and spells, or unholy energies Holy - Holy or blessed attacks Energy - Generic magical force (i.e. magic missile) Mental - Mental attacks Disease - Disease, from the common cold to the black death Drowning - Watery attacks and suffocation Light - Light-based attacks, whether blinding or cutting Sound - Sonic attacks and weapons, or deafening noises Wood - Wooden weapons and creatures Silver - Silver or mithril weapons and creatures Iron - Iron and steel weapons and creatures VULN (flags) : sets the mobs vulnerabilities. Type ? VUL for a list of flags. Same as IMM above. RES (flags) : sets the mobs resistances against. Type ? RES for a list of flags. Same as IMM above. OFF (flags) : sets the offensive techiniques the mob will use in combat. OFF Explanation ------------------------------------------------- area attack - hits all characters fighting against it. Very powerful. assist_align - will assist others with this align. assist_all - will help all other mobs in combat. assist_guard - will act as a cityguard. assist_players - will assist the players in combat. assist_race - will assist the same race in a fight. assist_vnum - should assist the mob with the vnum that follows. backstab - can backstab to start a combat bash - can bash characters off their feet berserk - may go berserk in a fight crush - can crush opponents in its arms disarm - can disarm _without_ a weapon wielded dodge - dodges blows fade - can fade "out of phase" to avoid blows fast - is faster than most others, so has extra attacks kick - can kick in combat for extra damage dirt kick - kicks dirt, blinding opponents parry - can parry _without_ a weapon wielded rescue - may rescue allies in a fight tail - can legsweep with its tail or tentacles trip - trips in combat POSITION START (position) : sets the starting position of the mob. POSITION DEFAULT (position) : sets the default position of the mob. POSITIONS: - sleeping, resting, sitting, standing SPEC spec_(flag) : - sets the spec_fun of the mob, if any. Type ? SPEC for a list. Try not to make too many mobs with spec_funs, as it lags the mud some. EXAMPLE: SPEC spec_breath_gas - Sets the monster to have a gas breath weapon SPEC Explanation ------------------------------------------------- breath_any - breathe any type of breath weapon breath_acid - breathe an acid breath weapon breath_fire - breathe a fire breath weapon breath_frost - breathe a frost breath weapon breath_gas - breathe a gas cloud breath weapon breath_lightning - breathe a lightning bolt cast_adept - casts spells as a low level mage. cast_cleric - casts spells as a cleric. cast_judge - high explosive ammo cast_mage - casts spells as a mage. cast_undead - casts spells as an undead. executioner - Will kill KILLER/THIEF flagged characters fido - will eat corpses. guard - attack pc's flagged KILLER or THIEF janitor - picks up trash mayor poison - Will use poisonous bite in combat thief - can steal, backstab etc as a thief nasty - like thief, only worse ;p troll_member - auto-fight ogre members ogre_member - auto-fight troll members patrolman - breaks up fights SHOP KEEPERS --------------------------- When making shopkeepers, you must set the following fields: SHOP HOURS (#opening #closing) - set the shop hours, EXAMPLE: shop hours 1 23 - This will make him open at 1 am, close at 11pm. SHOP PROFIT (%buy %sell) : - set the amount of profit the shopkeeper will make. (example: 'shop profit 110 60' will make the shopkeeper sell equipment at 110% of the worth of the object, and buy it at 60%. SHOP TYPE (# 0-4) - This sets the type of equipment the shopkeeper deals in and buys. EXAMPLE: shop type 0 weapon shop type 1 armor this would make the shopkeeper PURCHASE both weapons and armor. Shops do NOT need a type to sell anything, simply to buy. While editing mob: shop assign - Set's Mobile as shopkeeper shop profit 120 80 - Price to buy/sell (percentage) shop type 1 (type) - Shop will buy "type" (see TYPE below) (note: to sell items, put object in mob inventory (see RESET below)) *SPECIAL NOTE* For shopkeepers, remember to read the extra note in the RESETS section. When making mobs, balance is key, too hard of a mob and no one wants to play the game, too easy and it's munchkin... This is why we have builders from our players, so you know what IS or isn't a tough/easy mob. Feel free to STAT mobs you wish to emulate, or ask help from another builder if you have questions with statistics. EXAMPLE of MOB Creation: --------------------------- edit mob create 32987 - creates mob vnum 32987 name hermit bob - sets the keyname as hermit and bob short Bob the Hermit - sets the mob's short name as 'Bob the Hermit' ..during battle, it will say "Bob the Hermit's punch "damages" you" long Bob the Hermit is here. - sets the long desc for when you enter the room. Use punctuation at the end of the long desc. desc - enters the mob desc editor (You see this when you look at the mob) NOTE: There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) then use .f to format the whole description. A little old hermit named Bob stands here looking at you with a lustful eye. - sets the desc .f - formats the description .s - shows me what the description is so far .r "hermit" "sickly looking hermit" - replaces the text .f - formats the description @ - takes me from the desc editor into the mob editor race human - makes him a hoooman (defaults, but use it for autos) form edible biped mammal - makes body parts eatable, 2 arms/legs, etc parts head arms legs - possible parts to get chopped off WEEEEEEEEEEEE! level 20 - sets the level to 20 wealth 100 - gives it 100 gold align -1000 - makes Bob have alignment of -1000. damtype pound - when Bob hits you, it'll say "Bob the Hermit's pound "damages" you!" hitroll 5 - sets the hitroll damroll 3d2+5 - sets the damroll to 3 rolls of a 2 sided dice plus 5 which will be average 9.5 ((3x2)+(3x1))/2 + 5 hitdice 10d2+5 - 10 rolls of a 2 sided dice + 5 pierce -20 - sets the pierce ac to -20 bash -20 slash -20 exotic 10 aff haste sanctuary - puts the mob in haste, and sanctuary sex male - sets the sex to male. "random" will pick a sex randomly each time. Neutral is an 'it' size medium - makes is human sized (defaults to this already) imm weapon - immune to any type of weapon vuln magic - especially vulnerable to magic res heat - resist heat spells or affects off disarm dodge parry crush- makes the mob able to use these skills in combat spec spec_cast_mage - lets the mob cast mage spells act sentinel warrior aggressive - makes the mob stand and not leave the room, a warrior, and aggressive. asave area - saves the area done - takes you back to regular game play Making Objects --------------------------- Objects. Fun Fun Fun...just remember..before making a "super weapon" please get clearance from your Builder IMP. Or I'll beat you about the head and chest. Weapon Armor and Object Stat Rules. ----------------------------------- (these are Ansalon guidelines, soon to change) Object Rules Potions & Pills, Wands & Staves Weapons Armor Containers Normal Normal By Equipment Slot Exceptional Exceptional Lights Quest Quest Back to Object Editor Main page. Cost of item: ------------------------------------------------- Each bonus point (hitroll/damroll/save) 2500 Each stat point bonus (str/dex/con/wis/int) 1000 Each move/mana point bonus 100 Each hitpoint bonus 250 Each item level 100 Each weapon V4 flag (exclude twohands/throw) 10000 Each weapon extra flag 5000 Each addapply affect (spell etc) 20000 Non-Weapon/Armor rules per type: ------------------------------------------------- Potions & Pills, Wands & Staves: ------------------------------------------------- Max level of spell 30 (cancellation at 60) Level to use = Level at mage/cleric spell* 1 affect/spell per item (two allowed if approved by IMPs) Attack spells at obj level. (Still level 30 v0) IE. Object with Giant Strength - Level 26 spell so the minimum object level 26 (6 to use). Spellstaff - 1 charge PER 10 levels of item for purchaseable - 1-2 charges per 10 levels on killable MOB. NO munchkinism! Containers: Weight Mult Capacity Key ------------------------------------------------- Normal: 100-70% 1-200 No Exceptional: 100-45% 1-350 If wanted (Keys dont save etc) Quest: 100-15% 1-500 No By Equipment Slot. ------------------------------------------------- Floating Eq: See Armor. Head Eq: See Armor. Face Eq: See Armor, or may lose all bonus/ac etc for 1 addapply affect. See Rings below, and Addapply affects. Ear Eq: Jewelry only. (see rings) Neck Eq: See Armor. Torso Eq: See Armor. Body Eq: See Armor. Back Eq: See Armor, See Container (if desired) Shoulder Eq: Exceptional/Quest only. See Armor. Arm Eq: See Armor. Wrist Eq: See Armor. Hand Eq: See Armor. Rings: Jewelry. May have addapply affect, with loss of all other bonuses. IE. Addapply affects 0 none invisibility. IE. Addapply affects 0 none water_breathe. IE. Addapply saves 3 fire (no flameshield sanc etc) ALL addapply affects MUST be IMP approved. Waist Eq: See Armor, See Container (if desired) Leg Eq: See Armor. Feet Eq: See Armor 2X on movement. Light Eq: See Armor. Light Types: ------------------------------------ organic - varies (make sense) candle - 1-12 time, cost 1 (up to 100 for massive candles) torch - 50 time, cost 5 fueled torch - 125 time, cost 100 lamp - 250 time, cost 200 lantern - 500 time, cost 500 bullseye - 500 time, cost 750 magical - varies These are for 'generic' lights of these types. If the item is high level, hard to get etc, it may have higher stats. Each unit is a tick or irl minute. Lamp Oil Containers:----------------------------- small: - 250 (cost 100) large: - 600 (cost 200) very large: - 2000 (cost 750) Generally use 100 cost/2-300 volume. These are milliliters (ml). So 1000 would be a 1 liter amount. Weapon Classes & Corresponding Examples. ------------------------------------------------- Dagger - Dagger, Dirk, Stilletto, Dragonstooth Knife, Razor. Sword - Shortsword, Rapier, Scimitar, Sword Katana, Longsword, Falchion, Two-Handed Sword, Bastard Sword, Greatsword. Spear - Spear, Lance, Javelin. Mace - Mace, Hammer, Bludgeon, Sap, Morningstar Warhammer, Club. Axe - Throwing Axe, Battleaxe, Greataxe, Cleaver Pick, Pickaxe. Flail - Flail, Dire Flail, Nunchaku, Chains Whip - Whip, Vine, Rope. Polearm - Polearm, Guisarme, Ranseur, Glaive, Trident Exotic - Damn near anything else that doesnt fit ;p * Note: Add V4 throwable to daggers if it makes sense. * Note: On Greatswords/Axes and almost all polearms Add V4 twohands. Melee Weapons. ------------------------------------------------- D4 Daggers, Light Hammer, Sap, Light Pick. D6 Shortsword, Rapier, Scimitar, Light Mace, Quarterstaff, Heavy Pick, Sickle, Handaxe, Light Lance, Javelin. D8 Sword, Katana, Scythe, Longsword, Heavy Mace, Morningstar, Heavy Lance, Battle Axe, Light Flail, Warhammer, Trident, Falchion, Guisarme, Longspear, Ranseur. D10 Two-Handed Sword, Heavy Spear, Heavy Flail Glaive, Greatclub, Halberd, Bastard Sword, Waraxe. D12 Greataxe, Greatsword. Ranged Weapons. ------------------------------------------------- D4 Dart, Sling (bullet), Hand Crossbow, Shuriken, Whip. D6 Javelin, Shortbow. D8 Light Crossbow, Longbow. D10 Heavy Crossbow. D12 Great Crossbow. D20 Ballista. (I'M KIDDING :P) Die 4 Weapon Average Damage Chart: (Parenthesis is Average) ------------------------------------------------- 1d4 ( 2) 2d4 ( 5) 3d4 ( 7) 4d4 (10) 5d4 (12) 6d4 (15) 7d4 (17) 8d4 (20) 9d4 (22) 10d4 (25) 11d4 (27) 12d4 (30) 13d4 (32) 14d4 (35) 15d4 (37) 16d4 (40) 17d4 (42) 18d4 (45) 19d4 (47) 20d4 (50) 21d4 (52) 22d4 (55) Die 6 Weapon Average Damage Chart: (Parenthesis is Average) ------------------------------------------------- 1d6 ( 3) 2d6 ( 7) 3d6 (10) 4d6 (14) 5d6 (17) 6d6 (21) 7d6 (24) 8d6 (28) 9d6 (31) 10d6 (35) 11d6 (38) 12d6 (42) 13d6 (45) 14d6 (49) 15d6 (52) 16d6 (56) 17d6 (59) 18d6 (63) 19d6 (66) Die 8 Weapon Average Damage Chart: (Parenthesis is Average) ------------------------------------------------- 1d8 ( 4) 2d8 ( 9) 3d8 (13) 4d8 (18) 5d8 (22) 6d8 (27) 7d8 (31) 8d8 (36) 9d8 (40) 10d8 (45) 11d8 (49) 12d8 (54) 13d8 (58) 14d8 (63) 15d8 (67) Die 10 Weapon Average Damage Chart: (Parenthesis is Average) ------------------------------------------------- 1d10 ( 5) 2d10 (11) 3d10 (16) 4d10 (22) 5d10 (27) 6d10 (33) 7d10 (38) 8d10 (44) 9d10 (49) 10d10 (55) 11d10 (60) 12d10 (66) Die 12 Weapon Average Damage Chart: (Parenthesis is Average) ------------------------------------------------- 1d12 ( 6) 2d12 (13) 3d12 (19) 4d12 (26) 5d12 (32) 6d12 (39) 7d12 (45) 8d12 (52) 9d12 (58) 10d12 (65) Rules for Normal Class Weapon Building ------------------------------------------------- This is a set of guidelines to follow when building normal classed weapons and 'leveling eq' on Ansalon. Level Hitroll Damroll Average Leveling Equipment of Item Bonus Bonus Damage *Other Stats (no saves) 1-121 + 0 + 0 Level/2 +3 Combined total Weapon Flags (V4 type): Only two handed and throwable allowed. Two Handed Weapons: Add 5 to average damage above. (Level/2 + 5) * Allowable stats: STR, INT, WIS, DEX, CON Please note: You may use a -1 addaffect in order to have another affect added, or to use a point to another stat. Excluding hp/mana/move bonuses. (no hit/dam on these) For example. -1 Str +1 Int would balance. HP, Mana, Move Bonuses Hit Point Bonus: NOT ALLOWED Mana Bonus: NOT ALLOWED Move Bonus: NOT ALLOWED Rules for Exceptional Class Weapon Building ------------------------------------------------- This is a set of guidelines to follow when building exceptional classed weapons on Ansalon. NOTE: Please limit exceptional class weapons to a maximum of a few per area. These MUST be on mobs or in locked containers (ie WG). Exceptional (or better) Equipment found in shops will be nerfed after the builder is beaten severely. Level Hitroll Damroll Average* Saves & of Item Bonus Bonus Damage Other Stats ------------------------------------------------- 1-10 + 1 + 1 Level/2 + 5 +2 Combined total 11-20 + 2 + 2 Level/2 + 5 +2 Combined Total 21-30 + 3 + 3 Level/2 + 5 +2 Combined Total 31-40 + 4 + 4 Level/2 + 5 +3 Combined Total 41-50 + 5 + 5 Level/2 + 5 +3 Combined Total 51-60 + 6 + 6 Level/2 + 5 +3 Combined Total 61-70 + 7 + 7 Level/2 + 5 +4 Combined Total 71-80 + 8 + 8 Level/2 + 5 +4 Combined Total 81-90 + 9 + 9 Level/2 + 5 +4 Combined Total 91-100 +10 +10 Level/2 + 5 +5 Combined Total 101-110 +11 +11 Level/2 + 5 +5 Combined Total 111-121 +12 +12 Level/2 + 5 +6 Combined Total Weapon Flags (V4 type): Trade 4 hit or damage (or combination) per flag. Limit of one flag per item. Exceptions: Two handed & Throwable. *Two Handed Weapons: Add 10 to average damage above. (Level/2 + 15) Please note: You may use a -1 addaffect in order to have another affect added, or to use a point to another stat. Excluding hit/dam or hp/mana/move bonuses. For example. -1 Str +1 Int would balance. HP, Mana, Move Bonuses Hit Point Bonus: Maximum 10 hp /10 Levels Mana Bonus: Maximum 10 mana /10 Levels Move Bonus: Maximum 15 mv /10 Levels Exceptions: One RARE repop item can exceed these stats in one area by one degree. These must be approved by the IMP staff. Clan and Personal equipment will be of Normal status, with Average damage on weapons being as Exceptional (1/2 level + 5), no additional stats or flags, nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a massive extent. Rules for Quest Weapon Building ------------------------------------------------- This is a set of guidelines to follow when building Quest reward weapons on Ansalon. Level Hitroll Damroll Average* Saves & of Item Bonus Bonus Damage Other Stats ------------------------------------------------- 1-10 + 2 + 2 Level/2 + 10 +4 Combined total 11-20 + 3 + 3 Level/2 + 10 +4 Combined Total 21-30 + 4 + 4 Level/2 + 10 +4 Combined Total 31-40 + 5 + 5 Level/2 + 10 +5 Combined Total 41-50 + 6 + 6 Level/2 + 10 +5 Combined Total 51-60 + 7 + 7 Level/2 + 10 +5 Combined Total 61-70 + 8 + 8 Level/2 + 10 +6 Combined Total 71-80 + 9 + 9 Level/2 + 10 +6 Combined Total 81-90 +10 +10 Level/2 + 10 +6 Combined Total 91-100 +11 +11 Level/2 + 10 +7 Combined Total 101-110 +12 +12 Level/2 + 10 +7 Combined Total 111-121 +13 +13 Level/2 + 10 +8 Combined Total Weapon Flags (V4 type): Trade 2 hit or damage (or combination) per flag. Limit of two flags per item. Exceptions: Two handed & Throwable. *Two Handed Weapons: Add 10 to average damage above. (Level/2 + 20) Please note: You may use a -1 addaffect in order to have another affect added, or to use a point to another stat. Excluding hit/dam or hp/mana/move bonuses. For example. -1 Str +1 Int would balance. HP, Mana, Move Bonuses ------------------------------------------------- Hit Point Bonus: Maximum 5 hp /10 Levels Mana Bonus: Maximum 5 mana /10 Levels Move Bonus: Maximum 5 mv /10 Levels Rules for Normal Class Armor Building ------------------------------------------------- This is a set of guidelines to follow when building normal classed or leveling armor on Ansalon. Level Hitroll Damroll Armor Saves & of Item Bonus Bonus Class* Other Stats 1-121 + 0 + 0 1/3 Levels +3 Combined total * V3 - Ac exotic to be 1/2 of this. Please note: You may use a -1 addaffect in order to have another affect added, or to use a point to another stat. Excluding hit/dam or hp/mana/move bonuses. For example. -1 Str +1 Int would balance. HP, Mana, Move Bonuses ------------------------------------------------- Hit Point Bonus: NOT ALLOWED Mana Bonus: NOT ALLOWED Move Bonus: Maximum 15 mv /10 Levels Rules for Exceptional Class Armor Building ------------------------------------------------- This is a set of guidelines to follow when building exceptional classed weapons on Ansalon. NOTE: Please limit exceptional class armor to a maximum of a few per area. These MUST be on mobs or in locked containers (ie WG). Exceptional (or better) Equipment found in shops will be nerfed after the builder is beaten severely. Level Hitroll Damroll Armor Saves & of Item Bonus Bonus Class* Other Stats ------------------------------------------------- 1-10 + 1 + 1 1/3 Levels +2 Combined total 11-20 + 2 + 1 1/3 Levels +2 Combined Total 21-30 + 3 + 1 1/3 Levels +2 Combined Total 31-40 + 4 + 2 1/3 Levels +3 Combined Total 41-50 + 5 + 2 1/3 Levels +3 Combined Total 51-60 + 6 + 3 1/3 Levels +3 Combined Total 61-70 + 7 + 3 1/3 Levels +4 Combined Total 71-80 + 8 + 4 1/3 Levels +4 Combined Total 81-90 + 9 + 4 1/3 Levels +4 Combined Total 91-100 +10 + 5 1/3 Levels +5 Combined Total 101-110 +11 + 5 1/3 Levels +5 Combined Total 111-121 +12 + 6 1/3 Levels +6 Combined Total * V3 - Ac exotic to be 1/2 of this. Please note: You may use a -1 addaffect in order to have another affect added, or to use a point to another stat. Excluding hit/dam or hp/mana/move bonuses. For example. -1 Str +1 Int would balance. HP, Mana, Move Bonuses ------------------------------------------------- Hit Point Bonus: Maximum 10 hp /10 Levels Mana Bonus: Maximum 10 mana /10 Levels Move Bonus: Maximum 15 mv /10 Levels Exceptions: ------------------------------------------------- One RARE repop item can exceed these stats in one area by one degree. These must be approved by the IMP staff. Clan and Personal equipment will be of Normal status, with Average damage on weapons being as Exceptional (1/2 level + 5), no additional stats or flags, nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a massive extent. Rules for Quest Armor Building ------------------------------------------------- This is a set of guidelines to follow when building Quest reward armor on Ansalon. Level Hitroll Damroll Armor Saves & of Item Bonus Bonus Class* Other Stats ------------------------------------------------- 1-10 + 2 + 2 1/3 Levels + 10 +4 Combined total 11-20 + 3 + 2 1/3 Levels + 10 +4 Combined Total 21-30 + 4 + 2 1/3 Levels + 10 +4 Combined Total 31-40 + 5 + 3 1/3 Levels + 10 +5 Combined Total 41-50 + 6 + 3 1/3 Levels + 10 +5 Combined Total 51-60 + 7 + 4 1/3 Levels + 10 +5 Combined Total 61-70 + 8 + 4 1/3 Levels + 10 +6 Combined Total 71-80 + 9 + 5 1/3 Levels + 10 +6 Combined Total 81-90 +10 + 5 1/3 Levels + 10 +6 Combined Total 91-100 +11 + 6 1/3 Levels + 10 +7 Combined Total 101-110 +12 + 6 1/3 Levels + 10 +7 Combined Total 111-121 +13 + 7 1/3 Levels + 10 +8 Combined Total * V3 - Ac exotic to be 1/2 of this. Please note: You may use a -1 addaffect in order to have another affect added, or to use a point to another stat. Excluding hit/dam or hp/mana/move bonuses. For example. -1 Str +1 Int would balance. HP, Mana, Move Bonuses ------------------------------------------------- Hit Point Bonus: Maximum 15 hp /10 Levels Mana Bonus: Maximum 15 mana /10 Levels Move Bonus: Maximum 20 mv /10 Levels Note on addapply affects such as invisibility flying etc: A MAXIMUM of 1 such object per area, IMP approved only. The extra affects can be any EXCLUDING the following: Giant Strength Haste Flameshield Sanctuary Armor Cancellation Word of Recall Stone Skin Find Familiar Shield Feast True Sight * Additional exclusions may be added per IMP decision. These items must also be either rare or difficult to get. END OF OBJECT RULES ------------------------------------------------- HELP OEDIT : gives you the helpfile for object creation. edit object (vnum) -Enters the editor for the selected object. COMMAND Explanation ------------------------------------------------- commands - prints a list of possible commands create (vnum) - creates object with specified vnum level - sets the object level (mobs/players can use up to +20) cost (gold) - sets the gold value of the object done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long (desc) - edit long description (the one in the room) name (keywords) - sets the KEYWORDS on an object short (desc) - sets the held description of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 (num) - sets the value '0' on the object, see table below. v1 (num) - sets the value '1' on the object, see table below. v2 (num) - sets the value '2' on the object, see table below. v3 (num) - sets the value '3' on the object, see table below. v4 (num) - sets the vlaue '4' on the objcet, see table below. weight (num) - sets the weight of the object in 1/10th pounds type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list, or see EXTRA below. wear - where object is worn, type ? WEAR for a list, or see WEAR below. material - material the object is made from type ? MATERIAL for a complete list. addaffect - adds an affect to an object (addaffect (affect) #) delaffect - removes an affect to an object (delaffect #) EDIT OBJECT (vnum) : - edits an object with the specified vnum. EDIT OBJ CREATE (vnum) : - creates a new object and start you in object editor for it. TYPE (type) : sets the type of object it is. Type ? TYPE for a list. Item Type# V0 V1 V2 V3 V4 ---------------------------------------------------------------------------------- ARMOR 9 AC Pierce AC Bash AC Slash AC Exotic Armor Type BOAT 22 -- -- -- -- -- CONTAINER 15 Max Weight Flags Key Vnum Capacity # Weight Mult DRINKCONTAINER 17 Liquid Total Liquid Left Liquid Type Poison Tog __ FOOD 19 Food Hours Full Hours -- Poison Tog -- FOUNTAIN 25 Liquid Total Liquid Left Liquid Type -- -- FURNITURE 12 Max People Max Weight Flags (*) Heal Bonus Mana Bonus KEY 18 -- -- -- -- LIGHT 1 -- -- Light Hours -- -- MONEY 20 Gold Coins Steel Coins -- -- -- PILL 26 Spell Level Spell 1 Spell 2 Spell 3 Spell 4 POTION 10 Spell Level Spell 1 Spell 2 Spell 3 Spell 4 SCROLL 2 Spell Level Spell 1 Spell 2 Spell 3 Spell 4 STAFF 4 Spell Level Max Charges Current Spell -- TRASH 13 -- -- -- -- -- TREASURE 8 -- -- -- -- WAND 3 Spell Level Max Charges Current Spell -- WEAPON 5 Weapon Class # of Dice Type of Dice hit_type Special Furniture flags: - sit_on, sit_at, sit_in stand_on, stand_at, stand_in rest_on, rest_at, rest_in NAME (string) : - sets the keyword name(s) of the object. SHORT (string) : - sets the short description of the object (when you check your inventory, or see what you are wearing) LONG (string) : - sets the long description of the object (when it is laying on the ground when you walk in, or when you look at the object) ED ADD (keyword) : - sets you into the ED description editor, just like for rooms. Same commands. ED ADD "keyword keyword" - sets you into ED description editor, all words within quotes can be looked at, access same description. IE. ed add "map palanthas" (you get the idea) LEVEL (integer) : - sets the level of the object (Level to use = level -20) WEAR (flags) : sets the wear flags. Type ? WEAR for a list. TAKE means that the object can be taken from a corpse. Inventory means when the mob/player dies, the object will disappear. Inventory is a flag that is used to determine if shops will recreate the item to sell in an unlimited fashion. This is automatically added. Do NOT add inventory to items randomly. WEAR Explanation ------------------------------------------------- TAKE - MUST have this in order to be picked up! FINGER - Object will be worn on finger NECK - Object will be worn around the neck BODY - Object will be worn on the body HEAD - Object will be worn on the head LEGS - Object will be worn on legs FEET - Object will be worn on feet HANDS - Object will be worn on hands ARMS - Object will be worn on arms SHIELD - Object will be worn as a shield ABOUT - Object will be worn about the torso WAIST - Object will be worn on the waist WRIST - Object will be worn on the wrist WIELD - Can be wielded as a weapon HOLD - Object can be held TWO-HANDED - Object requires two hands (no shields etc) EXTRA (flags) : sets the extra flags, such as glowing, humming,etc. Type ? EXTRA. EXTRA Explanation ------------------------------------------------- ANTIEVIL - Below -332 align get zapped and drop it if worn ANTIGOOD - Above 332 align get zapped and drop it if worn ANTINEUTRAL - From -332 to 332 align get zapped and drop it if worn BLESS BURNPROOF - Item can't be destroyed by fire attacks DARK EVIL - PCs with 'detect evil' see red aura FLAMING - Enhanced damage for spells GLOW - Item glows HADTIMER - Item has a rot timer and will designtegrate HUM - Item hums INVENTORY - Object disappears when mob dies INVIS - PC needs 'detect invis' to see LOCK MAGIC - For weapon can't enchant, can enflame NODROP - Item cannot be dropped NOIDENT - Item cannot be identified with spell or skill NOUNCURSE - Item cannot be uncursed NOREMOVE - Item cannot be removed if worn ROTDEATH - Item will designtegrate when PC dies SELLEXTRACT VISDEATH - Item isn't visible until death. (Regardless of see-invis etc) WEIGHT (integer) : sets the weight of the object. In 10ths of pounds. Strength Max Wieldable Weight ------------------------------------------------- 13 13 14 14 15 15 16 16 17 22 18 25 19 30 20 35 21 40 22 45 23 50 24 55 25 60 COST (integer) : - sets how much the object is worth in gold. AUTO WEAPON, AUTOARMOR: - Various item types have their own autos. Play around with this to discover which ones. When making certain objects, there will be an extra amount of fields that will appear that you must complete. There will appear in the fields of v0 v1 v2 v3 v4. They correspond to differing things depending upon the object. For Weapons, v0 is the type of the weapon, type ? wclass for a list. v1 is the number of times the damdice will roll. v2 is how many sides the dice has. Type HELP WEAPON_DICE for a guideline. v3 is the damtype of the weapon, type ? WEAPON for a list. v4 are the extra added affect, such as vorpal, flaming, etc. Type ? WTYPE for a list. For potions, v0 will be the level, v1-v3 the spells. To set the v-fields, type V<#> (flag or integer, depending upon the object type. type v(#) by itself for a brief explanation on what each V-field is for. NOTE See above TYPE for more information. Weapon Types (Objects) ------------------------------------------------- 0 hit 7 pound 1 slice 8 crush 2 stab 9 grep 3 slash 10 bite 4 whip 11 pierce - permits backstab 5 claw 12 suction 6 blast Container States (Objects) ------------------------------------------------- closeable closed pickproof locked Puton fire_trap poison_trap gas_trap Liquid Values (Ansalon is modified) Name Color Proof Full Thirst Food Size ---------------------------------------------------------------- water clear 0 1 10 0 16 beer amber 12 1 8 1 12 red wine burgundy 30 1 8 1 5 ale brown 15 1 8 1 12 dark ale dark 16 1 8 1 12 whisky golden 120 1 5 0 2 lemonade pink 0 1 9 2 12 firebreather boiling 190 0 4 0 2 local specialty clear 151 1 3 0 2 slime mold juice green 0 2 -8 1 2 milk white 0 2 9 3 12 tea tan 0 1 8 0 6 coffee black 0 1 8 0 6 blood red 0 2 -1 2 6 salt water clear 0 1 -2 0 1 coke brown 0 2 9 2 12 root beer brown 0 2 9 2 12 elvish wine green 35 2 8 1 5 white wine golden 28 1 8 1 5 champagne golden 32 1 8 1 5 mead honey-colored 34 2 8 2 12 rose wine pink 26 1 8 1 5 benedictine wine burgundy 40 1 8 1 5 vodka clear 130 1 5 0 2 cranberry juice red 0 1 9 2 12 orange juice orange 0 2 9 3 12 absinthe green 200 1 4 0 2 brandy golden 80 1 5 0 4 aquavit clear 140 1 5 0 2 schnapps clear 90 1 5 0 2 icewine purple 50 2 6 1 5 amontillado burgundy 35 2 8 1 5 sherry red 38 2 7 1 5 framboise red 50 1 7 1 5 rum amber 151 1 4 0 2 cordial clear 100 1 5 0 2 blue wackadoo slurpy blue fizzy 0 10 30 1 2 OLC has been modified to give much more information on Ansalon [v0] Liquid Total: [1000] Drinks Total:[200] [v1] Liquid Left: [1000] Drinks Left: [200] [v2] Liquid: [red wine] Drink Size [5 ] [v3] Poisoned: [ No ] Proof: [ 30] These numbers change as you change liquids and amounts, for easier and more accurate building of drinkcontainers. ADDAFFECT (field) (integer) : - this sets the added affect of a weapon, such as +50 mana, +50 hp, etc. EXAMPLE: Addaffect hitroll 10 - Adds 10 to the users's hitroll. ADDAPPLY AFFECTS : - See Weapon Armor and Object Stat Rules. AFFECTS LIST ------------------------------------------------- strength dexterity intelligence wisdom constitution sex class level age height weight mana hp move gold experience ac hitroll damroll saves savingpara savingrod savingpetri savingbreath savingspell DELAFFECT (integer) : - this remove the delaffect of the number you specify. For example: DELAFFECT 2 will delete the 2nd affect in the list of addaffects at the bottom of the item in edit. IE: Number Modifier Affects ------ -------- ------- [ 0] 4 strength Delaffect 0 would remove the affect. SPELLS! ------------------------------------------------- For items such as potions, wands, staffs, pills etc with spells: Syntax: ? spells [ignore/attack/defend/self/object/all] Spells Ignore ------------------------------------------------- call lightning calm continual light control weather create food create rose create spring earthquake faerie fog scrye feast find familiar floating disc gate holy word locate object mass fly mass healing mass invis nexus portal smoke summon ventriloquate gas breath Spells Attack ------------------------------------------------- acid blast blindness burning hands cause critical cause light cause serious chain lightning charm person chill touch colour spray confusion demonfire dispel evil dispel good dispel magic dispel neutral energy drain faerie fire fear flamestrike flood waters harm heat metal plague prismatic spray shocking grasp silence sleep slow thunderclap thunderstorm weaken general purpose high explosive explosion Spells Defend ------------------------------------------------- armor change sex cure blindness cure critical cure disease cure light cure poison cure serious flameshield fly frenzy giant strength haste heal infravision know alignment refresh restore sanctuary shield Spells Self ------------------------------------------------- cancellation conceal alignment corpse visage detect evil detect good detect hidden detect invis detect magic detect neutral pass door protection protection neutral protection evil protection good stone skin teleport translate true sight understand tongues word of recall Spells Object ------------------------------------------------- create water detect poison enchant armor enchant weapon fireproof identify recharge Spells All ------------------------------------------------- acid blast armor bless blindness burning hands call lightning calm cancellation cause critical cause light cause serious chain lightning change sex charm person chill touch colour spray continual light conceal alignment confusion control weather corpse visage create food create rose create spring create water cure blindness cure critical cure disease cure light cure poison cure serious curse demonfire detect evil detect good detect hidden detect invis detect magic detect neutral detect poison dispel evil dispel good dispel magic dispel neutral earthquake enchant armor enchant weapon energy drain faerie fire faerie fog scrye fear feast find familiar fireball fireproof flameshield flamestrike fly floating disc flood waters frenzy gate giant strength harm haste heal heat metal holy word identify infravision invisibility know alignment lightning bolt locate object magic missile mass fly mass healing mass invis nexus pass door plague poison portal prismatic spray protection protection neutral protection evil protection good ray of truth recharge refresh remove curse restore sanctuary shield shocking grasp silence sleep slow smoke stone skin summon teleport thunderclap thunderstorm translate true sight understand tongues ventriloquate weaken word of recall acid breath fire breath frost breath gas breath lightning breath general purpose high explosive explosion EXAMPLE of Object Creation: ------------------------------------------------- edit object create 5276 - create object 5276 (In redit mode, you may simple oedit create 5276 for speed) type weapon - sets the type as a weapon name sword blue - sets the keyword names short a blue sword - sets the short desc long A blue sword lies here. - sets the long desc ed add blade - sets keyword "blade" enters me into the ED desc editor NOTE There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) and use .f to format the whole description. The blade is rather blue for some reason. - sets the desc .f - formats the description .s - shows me what the description is so far .r "rather blue" "blue" - replaces the text .f - formats the description @ - takes me from the desc editor into the object editor level 20 - sets the weapon level 20 weight 15 - makes the weapon 15 pounds cost 1000 - sets the worth of the object 1000 gold wear take wield - lets me take it from a corpse or from the floor and wield it as a weapon NOTE Objects MUST have a TAKE flag to be picked up, used or sacrificed. extra glow hum - makes the weapon glow and hum v0 sword - makes the weapon a sword v1 10 - damdice has 10 rolls v2 2 - damdice is a 2 sided dice v3 slash - sets the damage message when the weapon hits a mob v4 flaming - makes the weapon flaming, leading to extra damage, a chance to blind the mob, damage eq, etc addaffect strength 1 - adds str +1 addaffect hp 100 - adds +100 hp to the wearer asave area - saves the area done - takes you out of edit mode Making Resets ------------------------------------------------- A few basic rules, when making resets (occurances of items/mobs). 1. Items in room come first. (ie. Chests, treasure, furniture) 2. Then Mobs in room. 3. Then stuff in Mob's inventory 4. Then eq Mob is wearing 5. Then next mob in room...if needed 6. See 3-5. :) Redit is the reset editor. Feel free to experiment with it, as it allows easy access to setting global numbers of mobs, and in room numbers of mobs for complicated areas with multiple roaming mobs, such as within a City. You may also set resets without being in the reditor. This is the method I mainly use because I am generally one mob per area used. If you start having a situation like elemental canyon or the forest of zhan, you need to use the reditor. However, for just a single mob, with unique items, feel free to use the quick and dirty method. For example.. Reset 1 Obj (vnum) room (See also: oreset (below)) Reset 2 mob (vnum) room (See also: mreset (below)) Reset 3 obj (vnum) none - sets this object into the last mob's inventory) Reset 4 obj (vnum) weilded - sets an item on a mob wielded Reset 5 obj (vnum) light - sets an item on a mob held as a light Reset 6 obj (vnum) rfinger - sets an item on a mob worn on mobs right finger reset - when used alone shows room resets Help Reset: RESET (number) OBJ (vnum) (location on body) - equips last mobile RESET (number) OBJ (vnum) inside (obj vnum) - store in container RESET (number) OBJ (vnum) room - store in room RESET (number) MOB (vnum) [(max #)] - load a mobile RESET (number) DELETE - delete a reset RESET alone will display the resets in the current room. The (number) will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [(max #)] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equiping a mobile don't load a container in the room and fill it with some objects and then continue equiping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. EXAMPLE of Resets: ------------------- In room. 'RESET' yields something like this: Resets: M = mobile, R = room, O = object, P = pet, S = shopkeeper No. Loads Description Location Vnum Mx Mn Description ==== ======== ============= =================== ======== ===== =========== [ 1] M[16203] Lumpy the bar in room R[16203] 1- 1 The Severed Hea [ 2] O[16200] a pint of bee in the inventory of S[16203] Lumpy the barte [ 3] O[16203] a piece of sa in the inventory of S[16203] Lumpy the barte [ 4] O[16202] a bowl of ste in the inventory of S[16203] Lumpy the barte [ 5] O[16206] a bottle of r in the inventory of S[16203] Lumpy the barte [ 6] O[16201] a pitcher of in the inventory of S[16203] Lumpy the barte [ 7] M[16205] An off-duty S in room R[16203] 2- 1 The Severed Hea [ 8] O[16221] a solamnic br wielded M[16205] 0 An off-duty Sol To set these resets, in redit mode: ----------------------------------- reset 1 mob 16203 1 1 - Places 1 mobile (16203) in the room, with a maximum of 1 in the world. reset 2 obj 16200 none - Places object 16200 in the inventory of Mob (16203) reset 3 obj 16203 none - Places object 16203 in the inventory of Mob (16203) reset 4 obj 16202 none - Places object 16202 in the inventory of Mob (16203) reset 5 obj 16206 none - Places object 16206 in the inventory of Mob (16203) reset 6 obj 16201 none - Places object 16201 in the inventory of Mob (16203) reset 7 mob 16205 2 1 - Places 1 mobile (16205) in the room with a maximum of 2 in the world. reset 8 obj 16221 wielded - Places obj 16221 wielded by the last Mob (16205) NOTE: For instantly resetting an object or mob mreset (vnum) # # - Instantly places mobile in room (# # = world limit, room limit of the mobile) If #s arent placed, defaults to 1 - 1 oreset (vnum) - Instantly places object in room (see mreset for world limit/room limit also) You should also ask an IMP to email you your area via file attachment format, so you can have a copy to give out, keep, change, or whatever. You may give them to other muds that need new areas. Anyway, building can get tedious only if you make it tedious. Have fun while writing your area, and keep in mind that players will be exploring your area. DO NOT under any circumstances, place secret objects, tricks, etc for your own exploitation. By this I mean..making a super weapon, or super sword and placing it on the ground hidden somewhere, and then when it gets ported..only you and your friends know about it. Try to be reasonable about your equipment (i messed up a few times..well..a lot of times) and mobs, and keep them balanced. Above all, have fun creating a new area. Zivilyn/Skol and all of those who helped create this document for Ansalon, and other worlds. MORE CREDITS & ACKNOWLEDGMENTS: ---------------- The information contained herein was compiled from many sources. Thanks to all who have had a part in it's development. This document contains information from 'database.doc', 'dbsup.doc', and 'values.doc', part of the original Diku mud release and copyrighted by the Diku folks. See their accompanying license. This document is also a conglomeration of building.txt and the other area building files included in the MERC 2.2 package then expanded and edited them to make it easier for first-time area builders. All thanks go out to the creators of MUD!!! DIKUMUD LICENSE: --------------- Copyright (C) 1990, 1991 All Rights Reserved MERC: ----- Merc Release 2.1 Sunday 01 August 1993 Furey mec@shell.portal.com Hatchet hatchet@uclink.berkeley.edu Kahn michael@uclink.berkeley.edu AND MORE: --------- Rom 2.4/2.5 docs version 1, compiled by Satin (Gabrielle Taylor) 7-9-1995. SOM.99 docs version 1, adapted from the above by Shadowdancer and Theoden. Don't forget to look for appendices dated past this document on the ftp site! There may be additional area-related code added in future Rom releases, and rather than force you to print out a whole new copy each time, a dated appendix will be placed on this ftp site. AND EVEN MORE: -------------- Updated 3.26.97 by Theoden Thanks to Shadowdancer, Paul, and Bloodbath for helping me find and correct the errors in this doc (trust me, there were many :). THINK WE'RE DONE YET? --------------------- Updated 11.12.97 by Shadowdancer ROM ROCKS: ----------- This file contains material and information from the Merc release 2.1 Area help files (done by Furey, Hatchet, and Kahn), material from the Merc Diku Mud code itself, material and examples from various area files that are found in both ROM2 and MadROM, as well as coding material that was adapted and modified by Alander for ROM1 and ROM2, and later by Madman for MadROM. It also contains information from Alander written for ROM 2.3 and ROM2.4x, from Zump for Rom 2.4x, and information from ozy.doc by Ozymandias. It was compiled and rewritten by Satin for Tesseract (hypercube.org 9000), and then adapted by her to Rom 2.4x. And then further adapted for SOM 1.x by Theoden and Shadowdancer.